Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.
The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.
XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.
The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".
Dear Colony Managers, space is getting more frightening by now as a new threat is arising. Read about space pirates, special vendors, unique landing ships for all eight corporations and much more in our latest update release #45. Here's what we got for you this time:
These nasty creatures land a strange kind of unknown flying object right over your warehouse to plunder it with their tractor beam. Simultaneously they start firing their board cannon to vandalize your base.
You can helplessly sit back and relax until they have stolen enough and loose interest. Or, you can choose to pay a ransom or install an energy shield onto a tower to block the guys off from your warehouses. In later missions you might as well develop lasers or pulse canons to give them a warm welcome if they ever return...
These pirates are not only a threat that randomly happens. You can also craft a landing control to send them upon one of your opponents. Sweet addition: You get half of what their ship can steal.
We are proudly presenting individual colony landing ships for all eight corporations.
After having introduced the individual factions last update now you can tell the difference between them by looking at their landing ship, which is automatically expanded into the main city tower after landing.
They come around with awesome looking new space ships amazing landing animations ;-). And they are specialized to trade either wares, items and tech, or rare resources.
The resource panel has been split into a money and a resources part. This helps to put the four basic resource classes and their storing and trading issues directly into the middle of your attention.
It now also shows you if there is another colony or trader able and willing to sell a certain resource to you when you need it (e.g for crafting).
You can also activate the automatic purchase and sale of resources. Note that this involves trading with every potential trading partner - regardless of whether the price is fair or not.
The emission levy now always must be payed as soon, as a company on the planet has a negative emission balance. Environmentally friendly corporations get emission trade payouts if there is a company that pays in.
The global emission balance is now visualized with positive values when the world's climate is OK. It's represented with negative red numbers when climate balance is going bad. Much more intuitive isn't it?
Thanks for your attention once again! We hope you enjoy playing Imagine Earth and share with us your ideas on development.
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Highest Rated (2 agree) 9/10
It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.
Jul 14 2012 by atsebak